Sorcerer
Base Class: Sorcerer

Your powers come from the terrible forces of devils and demons. You may have struck a pact with such a being, or one of your ancestor may have tainted your whole bloodline by selling his soul to one of the fiends' princes.

Even if you are not a direct servant of one of the fiends lords, your powers carry their mark and you will always be seen as a danger to society and, in some cases, an omen of destruction and despair. Hunted and marginalised, you will always live your life dealing with the diffidence of others, this is your destiny, this is your curse.

Fiendish Pact

At 1st level, you need to determine which kind of fiend is the source of your powers, pick one between Demon and Devil.

Based on your choice, your gain the following benefits:

Fiendish Origin 
Fiend Type Damage Resistance Language Known
Demon Poison Abyssal
Devil Fire Infernal
Demon

Your soul is bound to a creature from the Abyss.

Devil

You or your ancestor struck a pact with an Archdevil of the Nine Hells

Ominous Presence

Devils and Demons have haunted the life of all mortal races for centuries. Their very existence is a threat for all other planes and even if the agents of the Nine Hells and the Abyss are able to mask their intentions, for a fiendish sorcerer is much harder since the fiendish nature is intertwined with his very soul.

Starting from 1st level you become proficient in the Intimidation (CHA) skill, also, as a bonus action you can channel your inner fiendish soul for 10 minutes and get advantage on all Intimidation checks and saving throws against being Charmed and Frightened, while in this state you appear as a fiend to all spells and features that can detect the presence of such creatures, you can use this feature a number of times equal to your CHA modifier before finishing a long rest.

Invocations of Doom

Your connection with the fiends of the Abyss and the Nine Hells gives you terrible and powerful abilities. By channelling your powers, you can invoke the destruction of the lower planes of existence and bring pain and death upon your enemies.

At 6th level, you gain two Invocations of Doom of your choice from the list below. You gain two additional invocations of your choice at the 14th level and one more at the 18th level. Each invocation has a cost in Sorcery Points and they can be empowered by spending additional points, the bonus effects are described at the end of each invocation. You must chose immediately whether or not you are empowering the invocation.

Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.

If an invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

Abyssal Darkness

Prerequisite: Demon Fiendish Pact, 6th-level sorcerer

As a bonus action you can spend 2 sorcery points and surround yourself with a thick dark fog that covers your movements. An area of 15ft radius around you is affected by the Darkness spell. The darkness moves with you and last for 1 minute or unless you become unconscious or decide to lift it earlier (no action required). 

Illusions of Fraz-Urb’luu: You can instead spend 2 more sorcery points to cast Invisibility on yourself without using a spell slot, you also create an identical copy of yourself within 5ft of you that lasts for one minute even if you lose the invisibility. The copy takes its turn after yours and can only perform a movement action, for the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.

Balor Whip

Prerequisite: Demon Fiendish Pact, 6th-level sorcerer

As an action you can spend 2 sorcery points to invoke a flaming whip made of thorns that surrounds your arm. Make a melee spell attack against a creature within 15ft of you that you can see. On a hit the target suffers 3d6 piercing damage and 2d6 fire damage, the target can then be moved 10ft in a direction of your choice but it cannot be pushed away from you. 

Abyssal Flames: you can spend 1 extra sorcery point to increase the range of the attack by 5ft and the fire damage by 2d6.

Demonic Speed

Prerequisite: Demon Fiendish Pact, 6th-level sorcerer

As a bonus action can spend 2 sorcery points to teleport up to 30ft in an unoccupied space that you can see. This movement does not provoke opportunity attacks. 

Dark Jump: you can spend 1 extra sorcery point to increase the range of the teleportation by 15ft.

Double Mind

Prerequisite: Demon Fiendish Pact, 14th-level sorcerer

When you are forced to make an Intelligence, Wisdom or Charisma saving throw, you can use your reaction and spend 4 sorcery points to give yourself advantage. 

Madness of Demogorgon: by spending 2 extra sorcery points you can invade the mid of your aggressor and haunt him with nightmarish vision of the Abyss. If you succeed the saving throw, the creature that targeted you suffers 6d6 points of psychic damage.

Flames of Phlegetos

Prerequisite: Devil Fiendish Pact, 6th-level sorcerer

As an action you can spend 2 sorcery points and cast Fireball without expending a spell slot. You deal extra damage equal to your CHA modifier. 

Infernal Flames: by spending 2 extra sorcery points you can imbue with the spell with the black flames of hell, the Fireball ignores all damage resistance to fire and creatures that are normally immune to fire damage, suffer half damage.

Fury of the Bull Demon

Prerequisite: Demon Fiendish Pact, 6th-level sorcerer

As an action you can spend 2 sorcery points and invoke an avatar of Baphomet. For 1 minute a medium demonic bull stands beside you, for the duration of the effect you can command the bull to charge a creature within 20ft of it that it can see. Make a melee spell attack against the target, on a hit the target suffers 2d10 bludgeoning damage and is pushed 5ft. The bull disappears if you fall unconscious or if you dismiss it earlier (no actions required). 

Rage of Baphomet: by expending 1 extra sorcery point you can increase the damage of the bull charge to 3d10 and the target is now pushed 10ft.

Harvest of Souls

Prerequisite: Devil Fiendish Pact, 18th-level sorcerer

You call to your aid the hounds of the Nine Hells to hunt and destroy your opponents. As an action you can spend 6 sorcery points and target and number a creature equal to your CHA modifier that are within 60ft from you and that you can see. The targets must make a CHA saving throw against your spell DC or suffer 6d8 necrotic damage and have their maximum HP reduced by half the damage, they can recover the missing HP only by making a long rest or by using a Greater Restoration spell. On a success they only suffer half damage. 

Dark Connection: by spending 2 extra sorcery points you can collect part of the essence that you took from the targets. You gain a number of temporary HP equal to half of the damage dealt to one of the targets, also, for 1 minute, whenever you suffer damage from any source, that target suffers 2d8 necrotic damage.

Jaws of the Hunter

Prerequisite: Demon Fiendish Pact, 18th-level sorcerer

Your mouth transforms to assume the form of a beastly jaw, as an action you can spend 6 sorcery points and make a melee spell attack against one creature. On a hit you deal 8d10 + your CHA modifier piercing damage and for 1 minute you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. You also recover and amount of HP equal to half the damage dealt. 

Bloodthirst of Yeenoghu: you can spend 2 extra sorcery point, if you do so, you can target an extra creature within 5ft from you and recover an amount of HP equal to half the damage dealt by one of the attacks.

Judgement of the Ruler

Prerequisite: Devil Fiendish Pact, 18th-level sorcerer

You invoke the presence of the ruler of the Nine Hells, a spectral and terrible figure appears behind you. For 1 minute every creature that wants to attack you must make a CHA saving throw against your spell DC, on a fail it is Frightened by you until the start of its next turn and must chose a different target. If the creature is immune to the Frightened condition, then its attacks against you are made with disadvantage. 

Oppressive Presence: if you spend 2 extra sorcery points, the spectra form becomes more real and terrible. When a creature fails the CHA saving throw, it suffers an additional 6d6 psychic damage, and half damage on a successful save

Knowledge of Cania

Prerequisite: Devil Fiendish Pact, 14th-level sorcerer

You call upon yourself the infinite knowledge of the libraries of Cania. As an action you can spend 4 sorcery points and learn the strengths and weaknesses of your opponents. Target a creature within 30ft from you that you can see, you learn his damage resistances, immunities and weaknesses, you also learn what languages it speaks and for 1 minute you can speak and understand all those languages. 

One of Them: if you spend 2 more sorcery points, you can make the creature think that you are one of its kind. For the duration of the effect you have advantage on all CHA (Persuasion) and CHA (Deception) checks that you make against it. Also, the creature has disadvantage on all saving throws to be Charmed by you

Laws of Maladomini

Prerequisite: Devil Fiendish Pact, 14th-level sorcerer

As an action you can spend 4 sorcery points to cast Dominate Person without using a spell slot. 

Infernal Compulsion: you can spend 2 extra sorcery points and increase the grapple on the mind of your target. Whenever the effects of the spell terminate, the target suffers 4d8 points of psychic damage.

Secrets of Dis

Prerequisite: Devil Fiendish Pact, 6th-level sorcerer

If you are the victim of the Charmed effect, you can use your reaction and spend 2 sorcery points to make CHA saving throw with DC12. On a success the effect is cancelled. 

False Friendship: if you spend 2 extra sorcery points, on a successful save, the creature that tried to charm you must make CHA saving throw against your spell DC or being Charmed by you for 1 minute.

Serpentine Reaction

Prerequisite: Demon Fiendish Pact, 14th-level sorcerer

Your lower body briefly transforms into the body of a large snake like creature, as a reaction when you are hit by an attack, you can spend 4 sorcery points to move up to your speed without provoking an opportunity attack. You can use this feature as an extra reaction. 

Pleasures of Graz’zt: as part of the reaction you can spend 2 extra sorcery points and gain an amount of temporary HP equal to your sorcerer level.

Shackles of Malebolge

Prerequisite: Devil Fiendish Pact, 14th-level sorcerer

Target a creature within 60ft from you that you can see. As an action you can spend 4 sorcery points and summon black iron shackles that emerge from the ground and surround the creature’s body. The target must make a DEX saving throw against your spell DC or become Incapacitated for 1 minute. For the duration you are considering as you were concentrating on the effect, and it dissipates if you lose concentration or if you cast a concentration spell, the effect also disappear if you become unconscious or until you drop it (no actions required). The target can repeat the saving throws at the end of each of its turns.

Burning Chains: if you spend 2 extra sorcery points, the black chains become infused with flames from the Abyss, the creature suffers 4d6 points of fire damage on each turn that it fails the saving throw.

Slimy Resistance

Prerequisite: Demon Fiendish Pact, 14th-level sorcerer

As a bonus action you can spend 4 sorcery points and become resistant to slashing, piercing and bludgeoning damage for 1 minute. The effect terminates if you fall unconscious or if you terminate it earlier (no actions required). 

Juiblex Scourge: if you spend 2 extra sorcery points, for the duration of the effect when you are hit by a melee attack, the attacker suffers 4d6 acid damage

Spores of Chaos

Prerequisite: Demon Fiendish Pact, 14th-level sorcerer

As an action you can spend 4 sorcery points to cast Cloudkill without using a spell slot. You also deal extra damage equal to your CHA modifier. 

Zuggtmoy Infestation: by spending 2 extra sorcery points you can cast Cloudkill at 6 level. You can empower the feature up to one more time expending 2 more sorcery points to cast it at 7 level.

Swamps of Minauros

Prerequisite: Devil Fiendish Pact, 6th-level sorcerer

As an action you can use 2 sorcery points and transform a 15ftx15ft square of ground that you can see within 30ft from you in a venomous swamp. The area becomes difficult terrain and each creature that starts its turn in the area must make a CON saving throw or suffer 3d6 points of poison damage. You are immune to both effects. 

Infernal Miasma: if you spend 1 extra sorcery point the area of effect increase to 20ftx20ft and the poison damage becomes 4d6.

Undying Will

Prerequisite: Demon Fiendish Pact, 18th-level sorcerer

When you drop to 0 HP or less you can use your reaction and spend 6 sorcery points to make a CON saving throws with DC 10, if you succeed you are instead reduced to 1 HP. 

Will of Orcus: if you spend 2 extra sorcery points and succeed the saving throws, you drop to 1 HP and can immediately perform any action.

Winds of Stygia

Prerequisite: Devil Fiendish Pact, 14th-level sorcerer

You can invoke the frigid winds of Stygia to surround you and protect yourself from the attack of you enemies. As an action you can spend 4 sorcery points to create an area of 10ft radius around you. For 1 minute each creature that starts its turn in the area must make a CON saving throw against your spell DC, on a fail its speed is halved for the rest of the turn and it suffers 5d6 cold damage, on a success it suffers half the damage and its speed is not halved. Also, all non-magical ranged attacks made against you have disadvantage. The effect ends if you fall unconscious or if you terminate it earlies (no actions required). 

Curse of the Ice Devil: if you spend 2 extra sorcery points, while the area is active, you are immune to Cold damage and all ranged attacks made against you have disadvantage.

Wings of Avernus

Prerequisite: Devil Fiendish Pact, 6th-level sorcerer

As a bonus action you can spend 2 sorcery points to invoke a couple of bat-like flaming wings. For 1 minute you have a flying speed of 30ft. The effect disappears if you fall unconscious or if you drop it earlier (no action required). 

Infernal Burst: if you spend 1 extra sorcery points, all creatures in a 10 ft radius around you suffer 2d6 fire damage when you invoke your wings.

Heritage Resistance

The fiendish blood that runs through you has made your resistances even stronger. Starting from the 14th level you gain Magic Resistance and you are now immune to the type of damage connected to your chosen bloodline.

Demon Origin

You are now immune to poison damage

Devil Origin

You are now immune to fire damage

Dark Summoning

When you reach the 18th level you learn how to communicate with the plane of existence from which your bloodline derives by calling forth a powerful creature from that plane to aid you in combat.

As an action you can spend 7 sorcery points to summon a fiendish creature, your bloodline determines whether you summon a devil or a demon, with a CR of 12 or lower. You can empower the summoning by spending 2 more sorcery points and increase the CR by 1 with a maximum expenditure of 6 extra sorcery points. Pick an unoccupied space within 15ft from you and that you can see, a dark portal opens in that area and the creature appears, if the creature is large or bigger you must have enough space to summon it.

The creature remains on your same plane for 5 minutes or until it drops to 0 HP, it obeys your commands and treats you and your allies as friendly creatures. In combat the creature takes its turn after yours, you can issue a verbal command to it (requiring no action on your part), telling it what it must do on its next turn. If you issue no command, it spends its turn attacking any creature within reach that has attacked it. If you give the creature a generic command, the creature will obey at best of his abilities.

While you use this feature you are considered as you were Concentrating on a spell. If you loose concentration or if you cast another concentration spell, you lose the control over the creature and it spends its turns pursuing and attacking the nearest non-fiendish creature to the best of its ability. You can dismiss a controlled creature before the whole duration with a bonus action, while and uncontrolled creature remains on your same plane for the whole duration or until it drops to 0 HP.

After you use this feature you cannot use it again until you finish a long rest.

 

 

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